Incorrect login detailsYour account has been bannedYour account is lockedYour account has been deletedYou have reached the limit of authorised attemptsYour account name has been blacklistedThis Ankama account is protected by the Authenticator.1. Open the Authenticator application.2. Select your account.3. Select ''Unlock''.4. You will have 30 seconds to retype your account information.

Build Walkthrough IndexUse Ctrl + F to skip to the section you want to view.

Preface [ITD]

Build Purpose [WCE]

Stating Guide [BOJ]

Specialty Prioritization [SPZ]

Elemental Spell Guide [ESG]

Fire Spell Branch [ESG1]

Air Spell Branch [ESG2]

Specialty Skills [ESG3]

Passive Skills [ESG4]

Equipment Index [EQI]

How to Play [HTP]

Mango's Final Notes [MFN]

Introduction to Destruction: Preface [ITD]

"Greetings."

I'm sure most of you have seen it at some point. The infamous air/fire Xelor hybrid. The build that blasts enemies for a cacophony of damage like no other, drawing enough damage to make a child cry. It's a fairly common build for many endgame Xelor, however this is my personal iteration of the build.

"What can I expect?": Build Purpose [WCE]

The goal of the build is intelligent placement and strategy while delivering unbelievable amounts of burst damage in multiple elements simultaneously. It has fantastic map manipulation and personal mobility while having potentially the highest damage in the game in a single turn among all classes. The only weakness of this class is its squishiness.

This build excels in two elements of damage by utilizing Hand and either Line of Fire or Temporal Dust for fire, Aging as a catalyst for initiative burn damage, and Xelor's Punishment for heavy air and AoE. The trump card of this build is preparing a 20 AP turn achievable by turn two with insane amounts of burst damage.

Preparing your Bundle of Joy: Stating Guide [BOJ]

Intelligence:
1. Put points into [+10% General Resistance] until it's maxed (+100% General Resistance).
2. Take a healing passive and max it out. Choose between [+2% Missing HP Regen/Turn] and [+1% Life Steal]. Keep in mind the former requires half the point investment.
3. Dump remaining points into [+4% Max HP].

Strength:
1. Evenly distribute between all top four damage options to get even resistances.

Major:
1. First comes [+1 AP] at level 25.
2. Then comes [+1 MP & +20% General Damage] at level 75.
3. Finally you can either take [+1 RA & +40% General Damage] or [+10% Final Damage]. Depends if you're comfortable with the extra range or not.

These are the priority lists of what specialties you should pursue, depending on if you solo more often or play in a team more often. Xelor's Dial and Temporal Prism are taken very early on to facilitate high damage stats in the early game. Between the two of them, you could have +175% damage in combat by level 38, which is a pretty big deal that early on. The main differences between the lists are the time in which you take Mummification, which is arguably the best revival skill in the game.

Cardinal on "Hey this spell sucks!": Elemental Spell Guide [ESG]

Notice: I'm only dissecting the fire and air spells of the elemental branches. This build does not focus on water skills except for Temporal Control to build up Temporal Prism faster.

Fire Spell Branch [ESG1]

Spell Name: Hand
Cost: 5 AP
Cardinal's Commentary: Your main fire element spell. High damage single-target attack. Rebounds up to once on Tock turns and only up to two cells away (line of sight from the target being hit required to bounce) however does not lose damage when bouncing. Limited to two casts per turn.
Cardinal's Rating: ★★★★★/★★★★★

Spell Name: Line of Fire
Cost: 4 AP
Cardinal's Commentary: Good secondary fire spell. Can cast it twice on the first turn even after casting dial. The one minimum range is very handy to hit targets next to you. Also does not need line of sight, which is extremely useful in team play. Fits incredibly well with Hand and Aging on 20 AP Tick turns. Linearity can sometimes be a cause for concern.
Cardinal's Rating: ★★★/★★★★★

Spell Name: Temporal Burn
Cost: 1-3 AP
Cardinal's Commentary: Uses remaining AP. Can only consume 3 AP at max, but has no cast limit. It has the same damage ratio as Line of Fire, but is far more flexible to use. Hits in a circle of one area of effect on Tock. Always good to have a low AP cost attack handy to finish off enemies. As of this time Temporal Burn does not proc Rollback no matter how much AP you use to attack with it.
Cardinal's Rating: ★★★/★★★★★

Spell Name: Hydrand
Cost: 4 AP
Cardinal's Commentary: Weak spell that pays off only if the enemy stays in its AoE. Great tool for blocking pathing and doesn't break off the dial.
Cardinal's Rating: ★/★★★★★

Air Spell Branch [ESG2]

Spell Name: Underhand
Cost: 3 AP
Cardinal's Commentary: This spell pushes the amount of times you use it on a target. On enemies, it pushes them away from the Xelor. On allies, it pulls them towards the Xelor. The effect occurs at the beginning of the Xelor's next turn. It works hand-in-hand with Temporal Distortion to move around enemies and allies for some key map manipulation game play at the cost of 1 WP. Also works well to get away from enemies if you're stabilized and cannot use Tempus Fugit. You can use Aging to trigger the effects of the push immediately instead of waiting for your next turn.
Cardinal's Rating: ★★★★/★★★★★

Spell Name: Aging
Cost: 2 AP
Cardinal's Commentary: Deals additional damage per 10 initiative reduced on Tick and per AP removed on Tock. Consumes the Aiming and Distortion states upon use. This is your primary catalyst between air and fire.
Cardinal's Rating: ★★★★/★★★★★

Spell Name: Temporal Distortion
Cost: 2 AP
Cardinal's Commentary: Does not harm allies, which is great to use in conjunction with Underhand to transport enemies or allies long distances for 5 AP and 1 WP. Applies the Distortion poison state which causes damage to the target at the beginning of the Xelor's next turn. Fantastic for burst damage when you know you want to deal a lot of damage the following turn in one shot. Benefits from backstab damage as long as you're behind the enemy when the damage procs.
Cardinal's Rating: ★★★/★★★★★

Spell Name: Tempus Fugit
Cost: 3 AP 1 MP
Cardinal's Commentary: Always damages before the teleport. The utility allows you to create a portal where you cast the spell and where you land (so long as you don't cast it from a dial cell), and if any ally steps on one of these cells they'll be teleported to the other. Utility movement skill.
Cardinal's Rating: ★★/★★★★★

Spell Name: Xelor's Punishment
Cost: 5 AP
Cardinal's Commentary: Your main air element spell. Does very high damage in an area-of-effect. You can target outside of the dial with the spell, however doing so destroys the hour cell you are currently standing on (nullifying the extra damage bonus from the dial). The range is fairly low, so be mindful of where you want to move before you cast it. Limited to two casts per turn.
Cardinal's Rating: ★★★★★/★★★★★

Specialty Skills [ESG3]

Specialty Name: Xelor's Dial
Cost: 2 AP 1 WP
Cardinal's Commentary: Grants additional damage and also gives Xelor arguably the best mobility in the game. Makes the Xelor a very dangerous adversary in close combat and also extends their range against far enemies.
Cardinal's Rating: ★★★★/★★★★★

Specialty Name: Timekeeper
Cost: 1 AP
Cardinal's Commentary: This is the build-up skill that allows you to do your more complex and heavy-hitting combos. You need this at a 1 AP cost. To boot, using it on your dial has a 50% chance to add another charge to your dial. More charges, more ass kicking per WP. More bang for your buck. Think of Timekeeper as investing for future turns. The value of this spell is lowered if you decide to adopt Temporal Burn as your secondary fire skill.
Cardinal's Rating: ★★★★/★★★★★

Specialty Name: Mummification
Cost: 3 AP
Cardinal's Commentary: This is a revival spell. You can bring an ally back from being knocked down with a percentage of your personal HP. Every turn, they'll lose 33% of their HP and after the third, they will no longer lose HP. The raised player will not die from this and be left with at least 1 HP. It still puts players in the In Recovery state. This spell does not require line of sight and has decent range. If you die though, all mummified allies also die. Limited to one cast per turn. Essential for both PvP and PvM teams centered around no Eniraser and all damage/utility.
Cardinal's Rating: ★★★/★★★★★

Specialty Name: Devotion
Cost: 1 MP
Cardinal's Commentary: The lost of the WP cost means you can more consistently give your allies AP throughout the battle. However seeing as it'll cost 4 MP each turn to make use of to its max potential, this spell basically forces you to run 5 MP to at least move once before buffing everyone's AP. In group PvP or PvM you'll be running 6 MP. This spell is range modifiable.
Cardinal's Rating: ★★★★/★★★★★

Spell Name: Desynchronization
Cost: 1 WP
Cardinal's Commentary: At max there's no negative repercussions other than the -3 AP debuff if you use it more than one turn in a row. This is a very important spell to have since you'll be able to change whether you need high single-target DPT or high AoE DPT on the fly. Sometimes it's even worth it to take the -3 AP debuff if it means being able to initiative burn or AoE for the turn.
Cardinal's Rating: ★★★★/★★★★★

Passive Skills [ESG4]

Passive Name: Temporal Waves
Cardinal's Commentary: Only starts to shine once you can get multiple initiative burning skills in one turn cycle. It gets better over time, and the worth becomes apparent on critical hits.
Cardinal's Rating: so-so/★★★★★

Passive Name: Master of Time
Cardinal's Commentary: Extra initiative never hurts for PvP. Also grants bonus mechanics at intervals of 10. Mostly useless, since you need to invest points in more important places.
Cardinal's Rating: meh/★★★★★

Passive Name: Time Theft
Cardinal's Commentary: Extra chance to take and give AP. About as useful as useful as a mountain of dung to someone who doesn't own a Moofly. Please disregard.
Cardinal's Rating: lame/★★★★★

Passive Name: Temporal Armor
Cardinal's Commentary: This is beautiful. Extra damage every turn as long as you hit in multiple elements, up to +100%. You gain 15 stacks of this for each element you hit in a turn. Meaning one water spell, one air spell, and one fire spell can yield you 45 stacks of Temporal Crystallization. This effect will go away if you can't cast something on your turn. You can target dial hour cells to upkeep this effect. Your dial cells are considered 0% resist targets that you can attack to maintain this effect.
Cardinal's Rating: awesome/★★★★★

Passive Name: Rollback
Cardinal's Commentary: Each AP you spend now has a chance to return to you on the following turn, for a max of 3 AP return every turn after the first. Slow at first, but once you start using 15+ AP a turn you should consistently gain a yield of 3 AP each turn. Using your weapon or Temporal Burn will not trigger Rollback.
Cardinal's Rating: cool/★★★★★

The Arsenal: Your Spell Levels [YSL]

- Have the water skills unlocked, but otherwise completely neglect leveling it entirely.
- Your air spells should have Underhand and Xelor's Punishment maxed, with Aging at a threshold that increases the base/10 initiative burn. So while those air spells are maxed, you should have Aging at any of the following points post-spell level from gear: 0, 9, 18, 27, 35, 44, 53, 61, 70, 79, 87, 96, 105, 114, 122, 131, 140, 148, 157, 166, 174, 183, 192, 200.
- Your fire spells should have Hand and Line of Fire maxed.
- With your remaining spell XP, allocate it between the rest of your spells to gain as much damage mastery as possible. Air will gain mastery from its last two spells being balanced faster than Fire between its last three being balanced, so try to keep this into consideration. I personally like to try to even out the mastery bonuses between the elements, and so most of my remaining spell XP if any at all typically goes to fire.

Xelor is an amazing class. There's no denying the fact that it is one of the most versatile classes with insanely good damage and one of the most useful kits in the game for both solo and group play.

But just as it is amazing, it is also complex and at times it can be difficult to know what to do, and then do it all in a 30 second window. If you don't think of your turns in advance, especially in high level group play, you will find yourself unable to optimally use your turns. Keep this in mind, because Xelor is just as powerful tactically than it is in raw damage.

If you're new to the class, take it slow. This build isn't kind to new players. Go mono-element for a while, and once you can find a nice set of general damage or air/fire (e.g. Vampyro set or White Crow set) then go hybrid. You won't be penalized for doing either at any point, but gear makes up the brunt of your character.

I'll continue to update as this is. I've put off the two big sections of the guide for the longest time now... I'll try to finish them within the next week or two.

• Mango

This post has been edited by Brokonaut - September 26, 2014, 02:14:13.

i quite like this i personally am not air/fire but this started me thinking about how im going to change my build up and gave me alot of ideas. im basically pure fire ive never cared much for air/fire play just never spoke to me. anyway thanks for posting this it gave me a lot to think about build wise but i am already thinking of wonderful things my xelor could do if only i had more special points then i could have my beloved mummy but i suppose sacrifice is in order.

Now I am a (almost) pure Air Xelor. How would you describe advantages and disadvantages of your build compared to a single element build (I know some are quite obvious).

I am usually utilizing Temp Distortion in case nobody wants to walk on my dial or I go Aging plus Sandglass to help out my team. Sandglass is leveled, however my equip does not support a lot of water damage.

So, I am losing a bit of power in the turns the AI decides to walk away from me, but gain more burst damage during the turns it stays. In PvE you can mostly manage to have some stuff on your dial especially with a positioner anyway.

That just as a general rambling on how my build works.

Two more questions I got:

1) You are talking about substitute equipment, but how viable is this build really (especially compared to single element Xelors) when you are lacking white crow set?

2) 500% elemental mastery post revamp means you get to like 400ish now?

I have been using this kind of build since ever even if I don't have a White Crow set. I am using a Vampyro (this means a lot of resistances more) and mecha breastplate + epaulettes. I have 420% in both fire and air on dial, and 350% water for tock turns. I don't deal 700+500 on a crit backstab because I don't have WC backstab bonuses, but I still deal a decent 500+400ish on people/mobs with 100%ish resistances, plus I have 100%+(fire and air are 165%) in almost every resistance and this usually helps not being hit by mobs in PvE and being a little bit more resilstant in PvP. So yeah, if you don't really care about dealing 2000 damage + per turn, this kind of hybrid build is achievable even without WC set. That's what I have always said but noone believed me! *cries in a corner* Air and fire damage could also be increased in my case, but I also use slow down, sandglass and sometimes sinistros, so I felt like raising water spells as well (here's why 350%) and pointing on crits for the ap rape instead of agility or intelligence. Obviously, a pure Air/punishment Xelor with 600% air bonus deals more damage than me, but I don't like being a glass cannon nor being forced to spam Distortion when foes are out of my dial...
Going back to the topic, it's obviously a nice build. Let's see how it turns out with the revamp! If Crystallization is going to be how it is supposed to be, it's gonna be awesome.

i quite like this i personally am not air/fire but this started me thinking about how im going to change my build up and gave me alot of ideas. im basically pure fire ive never cared much for air/fire play just never spoke to me. anyway thanks for posting this it gave me a lot to think about build wise but i am already thinking of wonderful things my xelor could do if only i had more special points then i could have my beloved mummy but i suppose sacrifice is in order.

Yeah, after the revamp I genuinely feel like there will be a larger variation of builds available to players. Hope your build works out great for you!

Quote (Madd1 @ 14 May 2013 08:21)

Nice damage numbers.

Sigh, it's looking more and more like it's time to retire my damage-eating Xelor. Too many greener pastures out there.

Like I said right before this, I think many builds will be able to succeed after the revamp. Temporal Crystallization and emphasis in sole elements of Xelor's branches support this. But the damage in the picture was off peak hour cell. Missing 25% damage and initiative losses on that hit sadly.

Quote (Shaleigh1 @ 14 May 2013 09:17)

Allright, very nice build.

Now I am a (almost) pure Air Xelor. How would you describe advantages and disadvantages of your build compared to a single element build (I know some are quite obvious).

I am usually utilizing Temp Distortion in case nobody wants to walk on my dial or I go Aging plus Sandglass to help out my team. Sandglass is leveled, however my equip does not support a lot of water damage.

So, I am losing a bit of power in the turns the AI decides to walk away from me, but gain more burst damage during the turns it stays. In PvE you can mostly manage to have some stuff on your dial especially with a positioner anyway.

That just as a general rambling on how my build works.

Two more questions I got:

1) You are talking about substitute equipment, but how viable is this build really (especially compared to single element Xelors) when you are lacking white crow set?

2) 500% elemental mastery post revamp means you get to like 400ish now?

An air/fire build has versatility. Versatility gives you more flexibility in fights. Flexibility is the build's largest advantage, choosing between extremely high burst single target DPT or high damage AoE. What do you do against the Mecha Crobak that has 600% air resistance? Blast him with backstab Hand hits for 600 damage a piece. What do you do against the Mecha Treechnid that's on your back? Strike down with Xelor's Punishment. You get two very powerful skills to harm many kinds of enemies with. Air/fire combos get some of the (if not the) highest DPT of any class in the entire gamewhen set up properly.

But you have to take into consideration some of the utility you'll have available to you, that all Xelor will have. Your build will still be very powerful post-revamp. It'll become more flexible as Grou had inferred. Did you ever get the chance to consider setting up a Time Rift with Underhand next to one of your hour cells, and then the following turn hitting the enemy with Temporal Distortion, teleporting behind them, and then hitting them with Xelor's Punishment twice? You can do that now (assuming the Temporal Rift lasts through your next turn). Otherwise it'll take 6 AP to force an enemy into position to get hit by Xelor's Punishment. The age of enemies standing away from your dial, is no more.

I'm not fond of leveling water spells as a damage dealer. Just to the threshold where I feel like it's a very cheap investment (level 25 before spell level gear). Any points I can put into air and fire branches to maximize mastery damage, I prefer to invest in there after getting the main damage dealing spells to a respectable base damage.

One of the big key reasons mono-elements thrive is because of their ability to get one or two spells in a single branch high leveled and then everything else reasonably high to gain 130%+ damage mastery. With so much spell level gear available, multi-element can do the same. I have two spells at 100, one at around 80, and the rest are from level 60 to 65.

Regarding your two other questions:

1) The options aren't many. I can't stress how expensive it is to pull off air/fire well compared to mono build. This is the build's biggest disadvantage. Meka Cape is absurdly difficult to obtain and White Crow set isn't the kind of set that anyone can just pick up. But the former you can obtain with enough dedication, and there are filler items for every slot that is someone reasonable to obtain (I'll update the guide later on with these).

2) At this time while on dial, I have about 475% air damage and 450% fire damage. I'm stat for 50 agility, which I plan to spec into critical hits instead post-changes. Reverting back to Hushed Scepter from Mekanno will also bring me down 19% in both elements. After the revamp, I expect to be able to pull off around 525% (post-passives) in both elements while boasting 50 critical hits, 50 backstab, and roughly 30 critical hit damage.

Btw I did not want to suggest you to add water to that particular build. I agree that it makes little to no sense. I just felt that for a pure air build it is a good addition especially for teamplay.

I am personally looking forward to the Xelor changes now I think, even though Punishment will lose some of its higher end damage potential, it will be more stable and versatile overall as a main weapon for an air Xelor and I agree with you that a bigger variety of builds will be available.

I added a few pictures to this, because everybody loves pictures. Someone notified me that this was posted on the French Xelor forums which is cool too, though one has to wonder how they can understand what I'm saying.

My goal is to flesh out the how-to-play section more in .gif form after the Xelor revamps occur. Until then I'm happy to answer any and all tick burner questions.

Would love if someone could make a guide on how to find good groups to get those items in the first place.

I can't speak for a group to take on Black Crow. Get a good guild capable of downing him I guess. Or have a desirable class for that boss and hope some group can pick you up.

Everything else you can obtain without too much difficulty with the exception of Hushed Scepter and Whispery Ring. I assume you have a group that can at least take down Moowolf to obtain The Bloodthirsty eventually. And it doesn't take too big of a group of farm Meka to obtain that set.

Same deal with Mayor Cantile's Medal and Herr Peece's Glove.

Klime's Boots is extremely easy to obtain. You just need to be able to kill a few Northern Chafer to drop a Taroudé Leather, which I'm sure you'll have no problems accomplishing.

Sadly finding groups like that are harder than you are making it out to be. The only way i see my self obtaining those items if the group members i am with give them to me for whatever reason after drops, if I mine my life away until i can buy them or if i am using multiple accounts.

Sadly finding groups like that are harder than you are making it out to be. The only way i see my self obtaining those items if the group members i am with give them to me for whatever reason after drops, if I mine my life away until i can buy them or if i am using multiple accounts.

Exactly, finding groups is relatively easy for these events. Finding people willing to give you those extremely rare drops is another matter entirely. You didn't mention that before.

My Fire/Air Xelor does just fine in relatively easy to obtain budget gear.

Correct me if I'm wrong, but are such scenarios, that assume constant +5ap (3xrollback+2xdevo), valid? Instead of constant tick with desynch and balancing the penalty with devotion and rollback, I thought about preparation for one strong turn. (all post-revamp ofc, situation dependant actions are in Italic font).

It is based this on the fact, that with use of devotion, it is possible to create 12 possible triggers per turn for rollback, which is quite a lot, even for only 20% chances. Both options will lead to turn with aging+3hand combo with full buff from t.cryst. Second option will postpone single target nuke for one turn of 3x aoe-hand. Both are sick.
It turns out that nerfing rollback that was giving us the possibility for +5ap, can give us almost guaranteed +5ap in some turns. With this, combined with a dial that can be charged up to stay in fight theoretically indefinitely, I already can almost hear whining of other classes.

If this is correct, I hope that the shitty 1st turn will be enough "nerfer" so anakama won't nerf hybrid xel.

Correct me if I'm wrong, but are such scenarios, that assume constant +5ap (3xrollback+2xdevo), valid? Instead of constant tick with desynch and balancing the penalty with devotion and rollback, I thought about preparation for one strong turn. (all post-revamp ofc, situation dependant actions are in Italic font).

It is based this on the fact, that with use of devotion, it is possible to create 12 possible triggers per turn for rollback, which is quite a lot, even for only 20% chances. Both options will lead to turn with aging+3hand combo with full buff from t.cryst. Second option will postpone single target nuke for one turn of 3x aoe-hand. Both are sick.
It turns out that nerfing rollback that was giving us the possibility for +5ap, can give us almost guaranteed +5ap in some turns. With this, combined with a dial that can be charged up to stay in fight theoretically indefinitely, I already can almost hear whining of other classes.

If this is correct, I hope that the shitty 1st turn will be enough "nerfer" so anakama won't nerf hybrid xel.

No matter what we'll have to deal with working around the first turn. If it's a far ranged map it won't be as bad (which means more or less we'll be fine for post-revamp PvM). It's pretty safe to assume we'll trigger all three AP Rollback each turn so those scenarios pan out quite well. The times in which you want to Desync are the same times in which you know doing so will result in ending the fight sooner.

Quote (nLicH @ 29 June 2013 11:57)

No early levels sets? ;.;

I may change this in the future. I never truly played around with the build at early levels, only at late game. I'd have to look over builds in Elements to see how viable that actually is given how specialty and gear intensive the build is.